[WIP] Contest map: cp_bloodstained

CP_BLOODSTAINED
----------About the map----------
I've been working on this Dustbowl-esque map for around a week now, maybe a little longer, and I've been running it on the Colts Playground server(_a4 is in the rotation) and Its playing well. The very first test we ran was awefull, Blu totaly dominated the Red team and it was hugely unfair. but now I've evened things out a little and its produsing some quite fun games.
The map is divided into three stages, two Blu held control points in each. The Blu team get 35 seconds (I'm thinking of extending that a wee bit) to set up their defences before the Red team are unleashed on them. Once the Red team capture both control points in an area that round ends and they progress through the map, just like in Dustbowl

Play it here (its in rotation, ask an admin to queue it up next)
------81.19.219.104:27015------

----------So far----------
The first test was terribly biased and not fun.
Since then I've changed where various ammo packs are, modified layout slightly and made various distances different. I've also added a few extra routes to give the Red team an edge on the Blus.
The map on rotation is currently on it's 4th itteration which has all three stages almost finalised layout wise and cliff displacements pretty much done up till the last control point.

----------The idea----------
So its like Dustbowl you say?
And what I have to say back is, yeah, its like Dustbowl. The major difference is its Red attacking a Blu base not the other way around. With Dustbowl and Gravel Pit both being dominatly Red architecture and only Hydro as Blu I felt we needed some more Blu dominant maps.
"The Blu team have a secret research base in a long winding gorge and the Red team, don't like it, they don't like it one bit. So they act on it."

My only question, and hopefully you know this from your playtesting, but from the layouts I see it seems like Stage 1 is going to be the hardest stage for the attackers where Stage 3 would be the easiest (based on alternate routes). Is that the case? What makes the more straightforward Stage 1 easier for the red team?

It seems that at the moment stage 2 is hardest to cap. I'm working on a new layout that will make stage three harder, Its been increased in size since the current version under testing, Its pretty chaotic at the moment. Inittially I desigen the second cp at stage 3 to be the very first CP in round 1, I guess I will have to have a redesign if it stays easiest to cap.

I vote Youme does a tutorial on how to make great looking displacements heh.

Ive put so many hours into trying to make rocks look like that.

Constructive Criticism is the most useful. If I tear apart your work it's not because I don't like it, it's because I do. If a user's Comment or Post is useful to you, Make sure to give them "Thanks!".

I think it's obvious that Youme has only done the most basic of work in order to test the flow of the map and the overall gameplay. Details and accurate texturing come later. The map may be a contest map, but Youme certainly hasn't submitted it as a final version.

From what I can see the layout looks pretty good and should lend itself to some fun gameplay. Nice work so far. I'm anxious to see how it develops.

Constructive Criticism is the most useful. If I tear apart your work it's not because I don't like it, it's because I do. If a user's Comment or Post is useful to you, Make sure to give them "Thanks!".